Improved output of console command repairchunkdensity Zombie limb dismemberment rebalanced Player need more XP to reach the higher levels Set Camera clipping near plane back to 0.1 (was 0.15) to avoid cheating by clipping camera through walls. Please check if you can clip terrain and look for z-fighting on road decor and distant terrain water in random gen Slight audio pitch shift difference between entities and player + a tiny random shift for variation AudioSource footsteps adjusted for better spacial awareness and close range zombies AudioSource_Creatures tweak for better distance differences Impact audio sources updated for better distances Prop shaders spec updated to match Unity standard – better lighting Damaged wood spikes only need to be repaired once Zombie cops have a vulnerability Increased hit points of vending machines Fixes

Remove Player Spawns in the Wasteland Duplicate any item in zombie corpse When new players join a dedi the gamestage recalculates, gives only 1 zed each Area protected by invisible land claim block Viewing the map preview tool after creating a save game causes issues Drowning Sounds Missing Viewing the map preview tool after creating a save game causes issues Weapon attached flashlights project a wrong shadow of part of the gun Ammo amount indicator does not appear after respawning while wielding a weapon. XInput spam on some dedicated servers Spending Skill Points Journal Entry added only after completing Basic Survival Quest. Zombiespawn is triggered in owned POI by players w/o bedroll in it Crafting queue does not advance after slot is cancelled Dupe assembly items with sorting button. Several clothing pieces are missing their texture on Linux/Mac (Sheen) Pickup of stone shovel Pistol cannot be picked up after being dropped Wrongfully closed/opened traders Player interactions not alerting zombies MP,SP,Dedi Dupe items using full backpack and lootcontainer Zombie pathing not working right with catwalk stairs and catwalks Clientside-NRE when shooting zombies with AK on dedi Launcher gives error when the config is corrupted Campfire Dupe from forum and youtube find Zombie Miner invisible spots on face Audio getting cut off before finished Solve issue for CSC walking away unharmed from running zombies Horde groups can spawn a wider selection of zombies (as intended) High server load when Telnet connection is force closed by client Burnt zombie audio attached to audio manager audio source instead of on the particle effect. Now has a better falloff range. Smooth melting snow between biomes, SSAO between fog ranges, and smoothed fog shader updates. Switch to 7DTD shader for workbench, chem station, and vending machines with update lighting added so AO, weather, and fog work on them. Gravel paths (to ore veins) do not show in the snow biome. Increase time between UMA zombie spawns during bloodmoon Vending machines are limited to a x8 claim modifier Zombiecorpses cause invisible collision pillars when moved Mining helmet too bright fix (change intensity from 2 to 1) Using kill me results in the gamne getting stuck in the death anim Wrong burn value of hay bales Updated some networking related messages Corrected typo in gamestages so that the game now uses “8” instead of the default “8” Not all arrows and bolts are using proper ballistic arcs Minibike book pretends to teach wheels recipe Fixed female long hair Fix for POI spawner triggering immediate respawn when player left the area, comes back after 5 days and kills all zombies. Traders sell wrench and claw hammer schematics You can place a block inside a corn plant, overwriting it You can plant a crop seed on top of the one you just planted, wasting it Beer sign is missing economic value Known Issues

Known issue: UMA zombies are missing the HeadGore bone, this needs to be added to correctly show the flesh cap on the neck when the head is removed Some rare duping methods still exist

New RG Distant Terrain New road system that uses pathfinding for smoother transitions in height in all areas besides the hub entries. Terrain generation is now in rwgmixer.xml: This allows for modification of the terrain Biome generation is now also in rwgmixer.xml : This allows for modification of biomes Hubcell data is generated and saved in the game’s save dir: This allows backward compatibility and prevents RWG from regenerating the hub each time it’s called when not cached. Rwgmixer is saved to the game’s save dir: This ensures the same terrain generation and biome generation and prefab regardless of edits to the main file. All new locations spawn except for the football stadium, canyon gift shop and canyon cliff dwellings. We added a Random Gen Wolrd Previewer tool see the modding section below for more details. Journal Tip System A new journal tip system has been added to the main in game menu signified by a pen icon. The system writes all old tips and has over 20 new conditionally based in-game tips that pop out with a right screen notification. Players can at their leisure read these tips on advanced gameplay system teaching players everything from gun assembly when finding their first gun to harvesting with the best tool after killing their first animal.

Trader and Economy System We have added NPC traders to the game at 5 unique White River settlements signified by a White River Flag and a Traitor Joel’s sign. These Settlements and NPCs appear in both Navezgane and Random Gen Worlds. NPCs include Trader Joel, Trader Rekt, Trader Bob, Trader Hugh and Trader Jimmy. The settlements are 100% land protected, players cannot build near them and players will be teleported out when the traders are closed so they cannot be exploited as a night time safe haven. Traders announce over loudspeakers when they are open, closed and about to close. When they close they lock their gate and turn off their open sign. When they open they unlock their gate and turn on their open sign. It is wise to close the gate behind you so you don’t let the zombies follow you into a settlement.

The in-game economy uses Duke coins and players can see how many they have in the upper right corner of their backpack. Traders will restock items periodically so check back often. They also have a secret stash category signified by a safe icon which offers special items based on your level and perks. Some items can only be bought or sold in bundles. Traders are open for business between dawn and dusk. Invest in the Barter skill and Secret the Stash perk to get better deals and see better items with traders.

We also added a new ‘White River Citizen’ quest to find Trader Outposts. The Quest is received when completing the ‘Basics of Survival’ quest chain.

Vending Machines There are three types of vending machines: beverage vending machines found at stores, rentable trader protected vending machines found at Trader Settlements, and player owned vending machines which can only be acquired through a Trader’s Secret Stash. All vending Machines use Duke Coins which can be found in the world or acquired through selling items to Traders. You can see how much money you have in the upper right of your inventory.

NPCs can purchase from your rented vending machine so it’s wise to keep it well stocked and not mark up the items too high. If you buy your own vending machine it’s wise to put it in your land claim area as other players with effort can destroy them and steal your goods. Use these at your own risk as vending machine raiding ‘griefing’ will be possible. Note rented or player owned vending machines can be password shared if you want to let a friend use all of your vending machines functions.

Blood Moon Horde Party System We have added a partying system that groups players together into parties of one or more players within a minimum distance. These parties will now each get their own blood moon horde.

Blood Moon Dynamic Difficulty We have also added a Blood moon horde dynamic difficulty system. At runtime the game calculates the spawn game stage difficulty group for each party based on the criteria of number of players in the party, each player’s level in the party, each player’s current days survived ratio in the party and the hosts global difficulty setting. These things work together to output a game stage number or dynamic difficulty number for each party.

Higher game stage numbers have harder enemies F.E. Game stage 10 might only have base female and crawler zombies while game stage 20 might spawn those plus Dogs and Feral Zombies. Higher game stages will also have higher spawn limits meaning more total spawned not more alive at once to keep the games framerate consistent. New players can join the game just before the first Blood moon and only get a game stage 1 horde if they’re the only party member. The plan is to use the dynamic difficulty system for static spawned and screamer hordes in A16.

Improved Farming We’ve improved the farming adding fertilizer and 5 new growable crops: Yucca, Mushrooms, Red Flowers, Aloe and Hops to make Beer. The soil can be improved and depending on it’s quality, grown crops will yield a greater harvest. Trees require regular dirt to grow to full size. Growing them in a desert or snow biome is less efficient.

Chemistry Station We’ve added a new craftable Chemistry Station where both old and new advanced chemical and compound recipes can now be crafted. While some critical recipes can still be crafted with a beaker on a campfire, crafting them in a chemistry station is faster and requires fewer resources. Advanced recipes are limited to the chemistry station.

Station Searching Recipe searches now show recipes that can only be made at any station signified by a special icon on the right of the recipe bar. This allows players to find and learn about recipes they cannot make at their current station or backpack.

New UMA Zombies We’ve expanded on our general UMA system to use it to make custom zombies with unique loot, health and some with unique behaviors or abilities into the general spawning, special locations and blood moon spawning. The system is used for our NPCs like Traders too and will be used for Bandits in upcoming updates.

The most notable difference is that you now gain level XP when killing zombies and animals. It will always be possible to reach level 200. Weapon and armor skills will now increase faster. Experience from action skills like mining is no longer capped when the skill reaches 100. It may not be much but you will always gain some XP while harvesting resources. With a crafting skill of 100 you can craft Quality Level 500 items. To get higher quality items you can use the combine feature of the workbench or go out and find better items in loot or on traders. Before buying perks you can see which stats are going to be affected and what your base value for that stat currently is. Concrete mix is now only crafted in a cement mixer. You may find cement mixers in the world now. The Steel Smithing perk now has multiple (but pricey) levels where you can acquire recipes for items that are usually only found and harvested. Sign Creation System Players can craft, place and add custom text on small medium and large signs made of wood. Sizes are 1×1, 1×3 and 2×5

Localization

We now support 4 languages English, Spanish, French and German which can be set through your steam language selection Tab. In Steam Right click on 7 Days/properties/language select your language. Note: Some new or rectly changed text will only appear in English which will be updated in future releases.

Steam Achievements We have added a ton of Steam achievements some of which are secret.

Improved Ore Veins and Mining We have random underground mineral veins where you can find all the old ores plus new rare mineral deposits which can yield Diamonds, Gold, and Silver. These minerals can be sold at the Trader Stations.

Workbench Improvements We added a new combine items feature to the workbench where players can combine 2 similar items to produce one of better quality. We have also moved some advanced recipes exclusively to the workbench. Workbenches have been added to some locations like trader settlements and other areas. Workbenches can also be disassembled with a wrench.

Backpack and Container Sorting We added a new backpack and loot container sorting system. Just click on the icon of your backpack and container and items will stack and sort properly.

New Recipes There are over 80 new recipes including a Chemistry Station, Beer, Snowberry Juice, Player Made Signs, Draw Bridges, Garage Doors, Arrow Slits, Wooden and Metal Catwalks, Railings and Stairs and switchable lights. Note: Some recipes can only be crafted at the new Chemistry Station or improved Workbench and some are only unlocked by purchasing a related perk.

Changed: Added dtx1 and 5 compression to all atlases as an optimization. Deleted unused water textures Changed: Optimized lights so they look better and cause less overdraw which will give locations and player placed lights better performance Changed: overlays may now use named colors such as skin, eye, hair Changed: UMA creation refactored into one class for all UMA generation Changed: Body sliders Changed/removed, now muscle and weight control the body proportions Changed: Adjusted alpha cutout to reduce see through hair and baldness Changed: Hide poncho now hides chest armors to fix flipping issues Changed: Metal items and armor are more expensive making repair more viable. Changed: Rockets now require fuel. Changed: Default placement rotations of stairs, corners, etc. are now consistent. Changed: Updated uma standard shader to look identical to standard (specular setup) the artists use so that in game art looks correct Changed: Removed import animations flag from some clothing models Changed: values of uma hair shader to match standard shader specular setup Changed: Deleted old beard textures Changed: Assigned new beard textures to bearded characters Changed: Removed color from ball cap so it can be colored in game better and white hats are possible Changed: Tribal tattoo is white so it can be colored now Changed: Characters now use the standard shader for eyes which reduces draw calls Changed: Hair now has working specular Changed: Planted and decorative tree stages / resources cleaned up Changed: TNT can be picked up Changed: Adjusted some holster transitions to reduce sideways guns Changed: Default color of jeans for male and female custom characters Changed: Adjusted player editing menu probe intensity and color Changed: Players eyes were too bloodshot Changed: Removed stone-tipped crossbow bolts. Changed: A workbench is required to craft steel tools, and other advanced items. Changed: Clubs in general are very bad at harvesting but the sledgehammer has gotten a lot better at smashing things. Changed: Damage on mining tools adjusted. Changed: Iron ore is not as soft any more. Changed: Auger and chainsaw do not break as quickly and are more competitive overall. Changed: The claw hammer is the “iron” upgrade to the stone axe and only requires a forge. Changed: The wrench is a steel tool, repairs faster than the hammer and can disassemble things. Changed: Dirt and snow Changed: to granular drops. Changed: The concrete mixer is made in the workbench but does not require a skill. Changed: Item and block prices, second pass. Changed: All red clothing items to a unified tone Changed: Improved SpawnScouts command Changed: Scaled characters to fit our new skinny weight. Changed: Adjusted a few heights of characters. Changed: Hoe attack rate is much faster, making the hoe much better for clearing grass Changed: All blocks that used cutout moveable are now on the grass atlas, for less draw calls and a performance increase Changed: Updated rope texture for cobblestone frames. Changed: Gain level Exp on skill cap Changed: Beer is now brewed with a brewery station. Beer is no longer another flavor of coffee, it prevents you from being stunned and gives you unlimited stamina for 60 seconds. Changed: Zombies spawn from a sleeping position and stand up Changed: All trees are now defined as multiblocks and support blocks up to likely heights Changed: New stairs and catwalks have recipes, upgrade paths, repair cost, etc. (except for Board Stairs without railing) Changed: The nailgun is now an assembled gun. Changed: Small spikes redesigned Changed: Updated snowy grass and wasteland brown grass Changed: Land mines are more powerful, create no chain-reactions, and do almost no terrain damage Changed: F-keys cannot be bound to actions Changed: Console key is F2 now Changed: The “burning” buff from stepping on a campfire ends quickly after stepping off the fire Changed: Cacti do less damage than big mean spike traps Changed: The bleeding effect from traps is more informative and does not linger as long Changed: Cloth blocks like awnings will prevent fall damage Changed: Log spikes brought in line with block upgrade costs and paths Changed: CPU optimization on crop and tree growth timers Changed: Cement mixers and workbenches do not emit heat Changed: Trees do not grow to full size if planted on meager ground like in a desert or wasteland Changed: Craftable biome-specific earth blocks unified and they grow appropriate grass types Changed: Snow is no fertile ground Changed: The burnt forest isn’t as hot Changed: Water cools you down a lot more. Beware of getting wet in the cold areas. It should cool you off in the desert now though. Changed: Dry temp cutoff based on outside temp not core temp. Changed: More balancing of all explosives. Changed: Ores and boulders drop iron fragments that need to be scrapped or smelted Changed: All basic metal resources have a weight of 1. This means a lot of numbers Changed: so please keep an eye on crafting, harvest or upgrade amounts. Changed: Crossbows require forgedIron to craft so this is also the repair material Changed: Crafting stations (blocks) do not stack Changed: Painkillers make you immune to stuns but cost more hydration Changed: Beds and mattresses prevent falling damage Changed: Updated mipmaps and textures art to reduce distant tiling of terrain textures Changed: desert grass sun spectrum and pine forest sun spectrum Changed: No longer “ending” horde spawns on logout after 30 zombies arrive. The 12 hour timeout will catch the case where people logoff and relog, also this punishes leaving during a horde since the horde starts over when you rejoin. Changed: Avoiding too much memory allocations on dedi: clearing chunk pools when a player disconnectes Changed: Armor skills increase much faster. This should be workable now. Changed: Allow commands to have default permission levels Changed: Following commands can be used by any user by default now: chunkcache, debugweather, getgameprefs, gettime, help, listplayerids, listthreads, memcl, settempunit Changed: Hitmask properties for thrown items Changed: Road decorations to fix multi texture blending problems. Changed: Grass sub biome in pine forest to dirt sub biome, added hollowed out trees to them Changed: Added wild grass growing to country dirt roads Changed: Removed asphalt cracked textures as all asphalt is now cracked everywhere Changed: The fog of war of 4 instead of 2 chunks are now uncovered around the player. Changed: Updated green rusty metal, red rusty metal, brown and green tile floors. Changed: asphalt, forest ground, barnwood textures Changed: XUI Bindings are now case sensitive. Changed: Choosing Random Gen from new game will use RWG 5 Changed: Can no longer pick up land mines once placed. In the future there might be a disarm mini game like lockpicks Changed: Started adding border mountains to the plains and a few rock spires Changed: Wasteland sub biomes are now dead grass instead of dirt Changed: burnt forest sub biomes to dead grass Changed: wasteland dirt sub biomes to dead grass Changed: cotton harvest/repair events and recipes to the new harvested items Changed: Commercial door 3 is prepared for removal of art assets Changed: Reduce Collider allocations in ApplyExplosionForce.FixedUpdate Changed: Updated cone with a new shape that has smooth shading Changed: Aloe plant model. Changed: Yucca plant model. Changed: Wood spikes now use rough cut wood texture for non-upgraded ones Changed: Adjusted enemy audio repeat rates (slower) and loudness (eg. alert vs roam). Changed: Reduced range and intensity of water particle audio so it doesn’t mask other sounds so much Changed: Adjusted animal and zombie volume ranges so you can hear them squeal loud enough when you hit them or when they agro you Changed: Change upgrade path of whiteSidingWoodPanelBurnt1-3 Changed: Spotlights can now be switch on/off in the game Changed: Light optimization pass for intensity, range, and overlap Changed: Emma has new hair Changed: Dirt sub biomes in the pine forest don’t stand out as much on the map Changed: All “new” stairs have a flag that should help zombies path over them. Changed: Yucca plant harvesting Changed: to Yucca fruits Changed: Stone tools require more small rocks. Changed: Economy balancing Changed: Updated Maria character preset to be more appealing Changed: New sounds hooked up for garage doors Changed: Adjusted blood moon and snow fog Changed: Set hornet wing to better alpha values. (Not working on fog yet) Changed: Increased rain epicness (drop count, opacity, stretch) Changed: Updated desert wall, wasteland rubble, and wasteland sky/fog/lighting Changed: Updated curb wasteland textures Changed: Sub biome in the forest blends better with main biome vegetation Changed: Updated cotton flower art Changed: Wooden club + shiv are not repairable and break after use. Repairable weapons or tool do not. Changed: Updated plains biome art Changed: Fixed the AudioSource the announcement sounds were pointing to. Changed: Made garage door sounds louder. Changed: Forest can randomly be a little colder. Changed: Wasteland now has extreme temperatures. Changed: Clothing rebalanced for temperature and wetness protection (details in XML.txt) Changed: Zombie kill XP and level XP rebalanced. You can make level 2 by “only” killing 8 easy zombies. At level 60 you need 12. Changed: Made vending sounds louder. Changed: Made plant pick sfx louder. Changed: Biome ore distribution rebalanced Changed: Increased probability and value of precious ore blocks Changed: Updated the chemistry station recipe to better reflect the block model Changed: In loot or on traders you can find better items than what you can craft yourself Changed: Separated “music” from sound effects in environment audio (stingers vs. natural sounds like owls hooting). The audio options slider for music should now affect these. Changed: Smooth audio volume fade added for indoor/outdoor enclosure volumes (eg. hear rain quieter when you’re indoors) Changed: If more than 50 items are dropped on a chunk, delete the oldest until there are only 50 again. Changed: Improved snow shader, cobwebs blend with fog, lighting transitions and shadow transitions throughout the day/night, and increased moon’s sprite brightness Changed: Rebalanced skill gain. Repairing items and using weapons gets you noticeable increases. Changed: Assigned AudioSource_Default to the correct AudioSource per category. Changed: Adjusted crafting perk costs like for concrete Changed: Raised ambient in the mixer Changed: Raised impacts and reduced menu sounds. Changed: Made red and green maples more saturated Changed: Footstep volumes increased when entity is running, including self Changed: Blunderbuss is better early on but does not get that much better at high QL. Go get a shotgun. Changed: Crossbow + Blunderbuss are “medieval era” weapons and require no workbench or wrench. Changed: All biped corpses (excl chickens) decay in 45s. Others 300s. Their loot moves to the gore block. Changed: Optimized tree texture compression Changed: Optimized campfire and forge particles, added Light LOD cutoff for their light sources. Changed: Reduced weapon switch time in third person. Masked gunjoint in idle animation to reduce guns rotating sideways when switching. Removed idle states in weapon switching so weapons transition without a “middle man” animation influencing them. Changed: Make ladders stickier Changed: Made density verification check a bit less hard (density 32767 Fixed: Hide helmet was making male players cross-eyed. Fixed: No console scrolling when manually scrolling up Fixed: Treasure quest loot can fall through terrain Fixed: When the Minibike has blocks above it, it flies up when player is coming back to its chunk Fixed: Nailguns are treated like bows for collision purposes. Fixed: Hold fire until weapon loops, hit escape, let go of fire button, press fire button, and hit escape again in a very rapid order causes looping audio on weapon forever until exit game Fixed: Shadow clipping on gun flashlights Fixed: Improved framerate when disrupting lots of water Fixed: Short cutoff on sounds being played in world Fixed: Hair shader missing specular values Fixed: Servers don’t save time on crash/improper shutdown Fixed: Wrong string displayed when harvesting / picking up blocks Fixed: Character’s model is catapulted during death animation Fixed: Forge tooltip shows up when anyone else near you discovers a forge. Fixed: Using Eat/Read Function in Backpack Makes Craft Noise. Fixed: Sneaking status is changing rapidly Fixed: Pass N’ Gas Index Out Of Range Missing Chunk Fixed: Player can be ejected in the air while climbing on the terrain Fixed: Player is ejected in the air to a high altitude when jumping on the seat of Minibike Fixed: Character is sent flying after jumping on another player Fixed: Toolbelt transform duping for placeable items Fixed: Added “Branch_legacy” shape to replace any blocks using the old voxel tree branch shape which did not tile and caused Z-fighting when stacked. (Ryan) Fixed: Reset opaque atlas back to crunched texture format Fixed: BlockTextureAtlases asset bundle has grown from 69mb to 393mb in latest merge. Fixed: Wrong reference on the firstAidLarge buff info. Fixed: Basic clothes clip through each other and through armors. Note that there is no way to stop the iron gloves from clipping the hazmat shirt, and the hide armor clips too without some redesigns. Fixed: Switching to bow from any slot in toolbelt causes the arrow to appear unattached to the weapon Fixed: all new female hairs Fixed: You Can Loot cntCabinetOldCNRRound In The Diner Even Though It Doesn’t Have Doors Fixed: Placing a complete pistol in a lit forge eats the weapon Fixed: Curb blocks had no destroy event Fixed: Wooden Burnt roof panel uses square block Fixed: Adjusted icon for the fertilizer. Fixed: Low quality pistols are not quite so bad any more. Fixed: Inconsistency inside Skills Tabs Fixed: Nailgun has grey layer over it Fixed: goggle spec and scrap iron spec overlay & deleted unused texture Fixed: UMA Character standing on death and laying down on respawn Fixed: Multiples of Day 49 do not spawn feral hordes Fixed: Chat not scrolling Fixed: Incorrect particles are displayed after hitting Yucca Plant and Aloe Vera Plant Fixed: Player’s view is switched to 3rd person after respawn if character died by fall damage while being on Minibike Fixed: Hornets can fly under the water Fixed: Jump’s VO is audible even when falling Fixed: Particles of waterfalls are visible only for host players Fixed: Rework the friendly fire settings. Fixed: Character crouch animation is desynchronized after reconnecting to session Fixed: Football helmet lighting issue Fixed: Rework the friendly fire settings. Fixed: Low quality water z-fighting on steps Fixed: Fire on zombies have no audio Fixed: water stuck in hatches Fixed: broken material on zombie arlene Fixed: Not able to craft steel tools with workbench. Fixed: Campfire / Forge Recipe List Index Requires Activation. Fixed: Character’s standing up and crouching animations are looped after exiting the stealth mode and evoking any menu simultaneously Fixed: Zombies’ bodies move slightly to the left when they fall down stunned Fixed: Nitrate Powder disappears after placing it in smelting socket Fixed: Rework the friendly fire settings. Fixed: Auto-Tools don’t show block health bar when using on block you are standing on Fixed: 3rd person item holster/unholster turn items sideways. Note: the magnum, pistol sack and smg were Fixed. Fixed: Character standing after changing any piece of gear by other player Fixed: Character’s Minibike pose persists after being hit and dismounting Fixed: Character with Character tab open is seen standing when crouched Fixed: Character may not hold handlebar when driving Fixed: Character not ragdolling on death in some cases Fixed: Minibike radial menu horn honked by client in MP game Fixed: Player is able to turn with Minibike while its Handlebars are broken Fixed: Crafting timer shows negative values Fixed: blurry corn Fixed: Grammatical error, “Collect 2 Ear of corn” Fixed: Wood log spikes stage 1 cannot be repaired Fixed: Wood Frame missing upgrade sound in 1st stage Fixed: Sprained leg and broken leg buffs stack Fixed: Potted plants drop dirt fragments on destruction Fixed: Not able to craft a lot of items with workbench (again) Fixed: Rain audio clipping up/down Fixed: Dupe Exploit. Fixed: Fix problem that zombies hit you from 20 meters away on dedis Fixed: female shaggy hair 02 slot Fixed: Removed references to non-existing damage types Fixed: Texture references to non-existing materials Fixed: Stacknumber property does not work for blocks. Fixed: Male shaggy hair 02 and hat hair Fixed: Updated long pomp hair so it works note that it has bugs and is positioned incorrectly, I already have a bug for it. Fixed: Character status becomes reset after quitting and rejoining the game session Fixed: Removed obsolete item properties Fixed: The antibiotics effect makes you immune to dysentery Fixed: White-skinned characters have dark-skinned hands Fixed: Iron Helmet corrupts characters face Fixed: Bug where blood moon horde would be skipped entirely if the max zombie count was reached. Fixed: Volume was too high for rain & thunder Fixed: Mining Cap is way too Reflective Fixed: Hide leg armor hides clothing so it doesn’t clip Fixed: normals and tangents on male and female base mesh so normal maps are rendered properly. Fixed: Grass cutout fade at distance Fixed: Client’s trader window is not showing the proper list. Fixed: Male asian face to have normal maps Fixed: Gravel roads show patches of asphalt_crack Fixed: Player will clip into ground when standing still for 10 seconds Fixed: Wood Ramps disappear when logging out then back in to game (also reloading the chunk ) Fixed: Visual ammo creating / duping (count of 0) Fixed: treePlantedMountainPine6m, drops spruce seeds Fixed: Labeled Storage Crates will not place in correct direct on top view of crate Fixed: Poles turn white when falling, after it has snowed Fixed: block #617 whiteSidingWoodPanelBurnt6/T_Mesh_B_00 will not upgrade Fixed: Door damage audio playing too loud Fixed: Added more distance to pain and death creature audio Fixed: problem that placed plant (f.e. corn) was sometimes rotated wrong to the ground Fixed: Mushrooms do not appear to be spawning in caves in RWG Fixed: green mipping on dead pine branch Fixed: gap in Diner 2 poi aka bob’s cafe Fixed: wrongly rotated sinks in apartments Fixed: Stencil image of hands showing inside cold breath Fixed: Jim’s car lot is too easy to break in Fixed: Ammo HUD not showing anymore Fixed: Error in NetPackageChunk for clients in MP Fixed: Some doors are given back to the player upon destruction Fixed: Harvest amount is not calculated correctly for multiblock crops Fixed: Max health number does not update after wellness boost. Fixed: Water surfaces are not seen when head goes underwater Fixed: NRef in Skill.AddExperience on dedicated server Fixed: Fix “Stairs” model. Textures do not display correctly on some areas. Fixed: Wood logs were shiny Fixed: Road signs are terrain decorations so they adjust to smoothed terrain Fixed: Infinite meat and hides exploit Fixed: POI Cabin Has Invisible Window Plug Fixed: Stretched rain transition time up 10x longer so it’s not popping on/off so much Fixed: Added thunder and rain back into indoor occlusion Fixed: Replaced legacy female hair bun with new one that has alpha hairs instead of a solid mesh Fixed: Helen’s hat hair in the preview window Fixed: wooden stairs with no railing collision. You can build upwards by aiming at the top step. Fixed: Fix glass in fog (window02, car03, transparent blocks like on the hospital, glass on commercial doors) Fixed: Fix purple in dark corners (Ambient color is no longer a color, but just an intensity) Fixed: Corrupted Item Icons Fixed: Added toolbelt message when inventory is full and you try to pickup an item. Fixed: Flipped vision when AA is on/off or crouching with Night Vision goggles on Fixed: Material memory leak when setting object light levels Fixed: Zombies don’t play their proper stun animation. Fixed: Running zombies may remain standing after death Fixed: Zombies slide and or rotate when knocked down Fixed: Rain audio playing in main menu Fixed: Rain audio not pausing when game is paused Fixed: Player planted corn plants disappear when the hit the final growth stage Fixed: Antibiotics do not cure infection in the second stage as stamina drain continues. Fixed: Custom Plant Pick SFX. Fixed: Several items (iron pick, flashlight, etc) were not playing a sound when used at 0 durability. Fixed: XP value of crafting gas from oil shale adjusted Fixed: Garden Hoe yields incredibly fast mining tools skill Fixed: UMA Character Customization Window bug Fixed: Wrong environment temperature reported to body temperature sim Fixed: Constant rain in burnt forest Fixed: Constant 60 byte heap allocations in weather list – Code optimization Fixed: Optimization of ChunkGameObjectLayer.FadeIn removed (not used) Fixed: MeshGenerator.CalculateLight() temp array moved to class variable – code optimization Fixed: Telegraph pole poi is too prolific in the wastelands RG Fixed: Index is out of range RWG Fixed: burnt forest ground impact sounds Fixed: ERR Block spam caused by 2 joining car prefabs in Navezgane @1904,810 Fixed: Some cabinet doors are darker than others Fixed: Water reflections Fixed: Nail gun assembly window preview Fixed: Pistol assembly window preview Fixed: NRE – unfriend an offline friend. Fixed: Trader’s not stocking the first time on Dedicated servers. Fixed: Living sounds (eg. Hornet buzz) not playing on clients in MP games Fixed: Missing sound when picking up dropped items Fixed: Character Screen has text overlap with long character name. Fixed: Reverted to safe version of mix. Boosted VO +3. This should be corrected by ducking later. Fixed: Yucca Fruit will not auto stack in toolbelt Fixed: Harvest event on bedframe Fixed: animalHideLegArmor does not poof when being equipped. Does not display right but it’s less broken. Fixed: Pistol/Magnum assembly screen is broken Fixed: null reference when p2p client grabs a frame Fixed: Duping method using scrapping amounts > stacksize. Fixed: Fix alpha in fog (burnt zombie smoke + gamma and fog density fixes to SkyboxFog & Alpha shader) Fixed: a15b48 rwg poi issues Fixed: a15 rwg floating cabin Fixed: Enter game, use a light, enter new game, takes 2 tries to turn on light (eg. mining helmet light) Fixed: NRE/Argument exception on opening character screen Fixed: Several missing localization entries Fixed: Metral Truss Ramp Id #1914 makes walls transparent Fixed: Assembly screen is broken Fixed: Duping method using scrapping amounts > stacksize. Fixed: Both Spotlights Face The Same Direction On All Compass Points Fixed: Player is able to upgrade blocks without required resources Fixed: Death animation may not be displayed for other players Fixed: Wood Frame Exploit from harvesting debris (from forum) Fixed: Auger and Chainsaw cause NRE when used. Fixed: Tweaked brass faucet textures to regain lost color from PBL lighting switch Fixed: Added collision to glass pane prefab Fixed: Durability bar of zombie corpse may be displayed, when hitting the zombie for the first time Fixed: Map can be scrolled outside its borders Fixed: Crawler keeps climbing an obstacle when hunting instead of attacking it Fixed: Upgrade icon stays as crosshair when opening backpack while upgrading Fixed: Players may respawn in fallout zone if bedroll was close to the area and spawn near bed option was selected Fixed: Items wielded by character clip with their model when aimed at the ground Fixed: Most of the minibike stats in Minibike Assemble Menu are not updated. Fixed: Character incorrectly sits on Minibike when viewed from another player’s perspective Fixed: Third person view of player on minibike is off Fixed: Character’s walking animation is unappealing while crouching and looking up Fixed: Animation of looking down with 2 hand weapons is corrupted while crouched Fixed: The player teleports to the highest block above him after quitting the game via the Pause Menu right after the jump Fixed: Dupe exploit with teleport Fixed: Dropped torch renders in front of everything Fixed: preview collision is only 1 meter Fixed: Dropped magnum always stand on its grip Fixed: No pickup prompt for several items Fixed: Perishton contains chunk(s) that breaks terrain generation Fixed: Slow weather transition when re-entering a game Fixed: Nailgun audio too loud Fixed: Reflective material bleeding through grass and grass flickering as you move during rain Fixed mouse bindings do not show up if action already has a keyboard binding (and vice versa) Fixed: UMA Characters losing texture after alt-tab or when teleporting in from far away. Fixed: Fog and weather transitions smoothed out with no popping/ticking Fixed: Removed from rg mixer wasteland hub and duplicate wasteland and plains biome definitions resulting in too many cars in rg wasteland areas Fixed: Distance for looting corpses and nests is less than for other containers. Fixed: Weather values incorrect. Fixed: Updated the descriptions of craftable grass blocks and several clothing items. Fixed: Updated the descriptions of the concrete perk and the cement item Fixed: Too Many Beakers From Air Drops Fixed: Added stone “side textures” to clay. No more dirty spots on cliff sides. Fixed: Cotton plant alpha is not matching the plant. Fixed: Weather not updating quickly when you move more than 20 meters in 1 frame Fixed: Catwalk wedge upgrades rotated the wrong way Fixed: Shovels are no longer better melee weapons than axes. Fixed: No weather on dedicated servers. Fixed: Tracked players are now saved so you can quit and rejoin a game and the tracked players will persist. Fixed: Fog indoors is too strong Fixed: Set doppler to zero on creatures and screamer audio source prefabs. Fixed: Duping with 2 people using containers. Fixed: Cobblestone ramp stair frame causes block face to be removed. Fixed: Stability problem in army barracks roof building. Fixed: Several blocks were dropping themselves on harvest. Fixed: Mac OS rendering flipped with AA on. Fixed: Hornets had very shiny wings. Fixed: Some cabinet doors are darker than others. Fixed: Flipped screen with night vision and blood splatter on screen. Fixed: Cars not getting snowed on and industrial glass transparent issue. Fixed: Low horizon sky artifacts seen from atop a mountain. Fixed: Explosion damage given to entities: in code the wrong xml tag DamageEntities was taken. Replaced it with EntityDamage that is used in xml. Fixed: Concussive protection does not help against explosives. Fixed: Explosion running multiple times for each entity depending on collider count. Fixed: It is not possible to loot an animal in shallow water. Fixed: Partially Rendered Hornet Bodies. Fixed: When cancelling a bow shot, the animation has no lag and looks proper. Fixed: When shooting a bow, the player animation matches the bow animation. Fixed: Zombies seem to get stuck running in place and spin in circles. Fixed: Zombies rubberband on dedi, when you are above a cluster of them. Fixed: Zombies randomly attack the air. Fixed: Reflections flipping upside down from object placement + optimization of material copies in this code. Fixed: UMA texture quality change displays missing textures for Hazmat. Fixed: Expertise exploit for upgrading tools via not completely upgrading. Fixed: Investigate unknown particle effect. Fixed: Some cabinet doors are darker than others. Fixed: Fix pinecone sapling shader/material to receive fog. Fixed: The steel shovel is the best stone mining tool. Fixed: Animal killing blows sometimes grant bonus harvest yield. Fixed: Fixed up explosion code. Zombies get hit-per-collider, players get hit with explosion damage only once. Fixed: RWG games may freeze on creation. Fixed: Flashlight assembled with another weapon part wont separate normally as other parts that are joined. Fixed: Null reference when returning to burning minibike and opening its menu. Fixed: Repairing firearms costs less QL degradation than repairing tools. Fixed: Many recipes that say Scrap Iron are misleading. Fixed: Some buffs like Infection1 are not curable the GUI buff goes away but not the character screen. Server.Config

Changed: Console key is shown in controls menu and now defaults to F1 for compatibility with European keyboards. We now have PlayerKillingMode which replaces Friendly Fireand offers more options than the checkmark for FF

We’ve replaced the old create world main menu button with a new one called ‘Editor Tools’. Under it you will find a new utility we call the ‘Random Gen World Previewer’. You can use it to see what a seed may look like including:

The dispersion of the included biome types in the rgmixer.xml file The dispersion of the included city, town, rural and wilderness locations in the rgmixer.xml file The general topography of the world as set in the rgmixer.xml file The Random Gen World Previewer’ has 2 input windows one for the game seed name and one for the preview size, 1 is the fastest. You can click the refresh button to see the current preview which reloads the most recent saved version of the rgmixer.xml. Note: It can take a little while to appear depending on your pc and the preview size. Once the preview appears the controls include:

Zoom in and out with the Mouse wheel. Pan using Mouse 1 hold and drag. Tilt to see the height with mouse 2 hold and drag

Fixed problem when a player logs off a server and closes the game it crashes Fixed repairing of part based weapons not repairing all items correctly Changed spacing for all trees to reduce fill rate for performance reasons Changed cleaned out legacy animations for memory Changed lowered dog chase give Up Time to 18 seconds Fixed: serveradmin.xml created no start if not existing Reduced chance for sharing violation while saving Player Stat to occur Added screen space ambient occlusion video option Changed reduced grass thickness in forests and plains for performance. Decorate last with grass to ensure loot gets placed Changed Increased crafting xp on all items Added quality range to stone shovel and hunting knife Note that since A11 the port 26900/TCP (or whatever you set the ServerPort to) has to be opened in your firewall in addition to 26901/UDP and 26902/UDP

Alpha 11

Added Unity 5 with many of its newer bells and whistles Added new Steam networking and server browser enhancements Added new Speedtree system with brand new gorgeous trees and bushes. The fidelity of the trees can be adjusted for quality and performance in menu/options/video/tree quality. Added Unity 5’s global physical based shader system and refined all the art to take advantage of it. The fidelity of the system can be adjusted for quality and performance in the menu/options/video under reflection quality and reflection distance. Added our own Screen Space ambient occlusion system that gives everything better shadows and weight and darkens caves and interiors Added our own new water reflection that interacts with the standard shader Added our own new custom high res better looking fog Added new high res sky system with stars that can appear on clearer nights Added a new quality range system for guns. The system allows players to find gun parts of varying quality ranges. The parts have 7 quality ranges with colored degradation bars including grey broken, brown faulty, orange poor, yellow good, green fine, blue great, and magenta flawless. Once the player collects enough parts and has read the right gun book unlocking a recipe he can assemble a working gun. The average quality of all the parts determines the quality of the assembled weapon. The parts themselves govern attributes like damage, accuracy, degradation rate, penetration, falloff range and in the future zoom level and knockback strength. This will allow for thousands of permutations of guns like a realistic Borderlands Added the new item quality range system for tools, melee weapons and armor. Bow, crossbow, wrench, hammer nail gun, chainsaw, auger and clothing will come in a future update. Added new player leveling system. The system increase your chances to craft higher quality ranged items at higher levels with +/- 50 degree of random quality. The system is basic a precursor to skill trees. The player currently will earn XP for activities like killing zombies, unlocking new recipes and crafting new recipes for the first time. Added new locations including a huge hospital, 2 new grocery stores, a new larger bookstore, new larger hardware store, 2 new luxury cabins and an indian burial ground. Note some of these are Navezgane only and some are random gen only Added new random gen underground cave system, new random gen roads on hills, new random gen biome transition dithering, improved random gen rivers, improved bridges over rivers Added new high res first person hands and first person animations Added new first person procedural camera system with procedurally based physics and inertia Added new player safe zones set in the serverconfig.xml. The safe zones disable zombies in chunks for 5 in game hours if you don’t have a sleeping bag and are level 5 or under Added new smoother iron sights system Added new craftable primitive blunderbuss single shot primitive muzzle loader gun and blunderbuss ammo Added new craftable new primitive bow and arrows Added rare Tazas Stone Axe weapon which can be found in new rare Apache Artifacts Chests in caves and in indian burial grounds Added new feral zombie to the game which has a chance for gun loot if you kill him Added new on fire burnt zombie to the game. He has a chance to catch you on fire if he hits you Added Fire Buff icon to Game which can happen from players hitting you with a torch, walking on lit campfires, walking on large ember piles and from on fire zombies striking you. Submerge yourself in water to douse the fire. Added new high res spider zombie to the game Added new Zombie Gore Block System: corpses decompose into a bloody terrain pile which can grow if more zombies die near or on top of each other eventually live zombies will use the gore blocks to cross over your spiked pits or jump over your fort walls. If the gore blocks are left alone the will eventually biodegrade. Added Items made from cloth such as clothing can now be scrapped into cloth Added cobblestone ramps that upgrade and downgrade like cobblestone blocks, and recipe to make them. Added wood railing recipe Added health storage crate and recipe Added paper scrapping from skill books Added Sniper rifle schematic Added Hunting Rifle book Added new plains ground texture Added cash register loot containers to the stores and businesses Added stone shovel and recipe to the game Added new primitive sod recipe used to make sod houses Added unattainable books to gate all weapon part molds. Weapon part forging may appear in a future update. Added insecure downgrade path to player made storage crates Added recipe for flagstone and wedge flagstone Added dynamite held item and new dynamite bundle placed block models Added shopping cart and shopping basket loot containers found in stores and businesses Added flagstone stairs and recipe Added small engine and auger blade to loot Added snow roads and green metal 60’s and tip blocks to the game Added green metal roof gable and inside corner wedge green metal roof Added snow roads to snow biomes in RWG Added auger recipe Added handlebars to automotive loot Added tooltips to category icons in server browser Added new Steam voice proximity chat please test push to talk Added new flashlight model replacing the old one Added snow blowing/drifting effect to snow biome Added blowing sand/dust to desert biomes Added casino token to the loot Added shamway foods cardboard box loot containers and shamway crates that require breaking Added wood stairs filled block shape WIP Added new pill case looting sounds Added window plug centered block shapes and unified boarding up existing windows and plywood filled windows in the world using a hammer and planks they now upgrade to one board, two boards, 3 boards and sheet metal Added sportings good loot to shotgun messiah crates and reduced chance for full weapons to be found Added new stalactites, moss and mushrooms to new caves Added Generic Attribute system now usable on ANY item Added snow zombie female sound set to the game Added spider zombie sense sounds never had these in before Added new iron shovel model Added new sledgehammer Added new system for arrows to fall with gravity Added new custom burnt zombie sound set and added missing zombie sounds to the sounds mix xml Added new audio mixers for impact bullet, impact general and block destroys to help with the overall mix. Note: this doesn’t fix shotguns shooting trees or chainsaw impacts overloading channels but it helps Added recipe for bolts and arrows from femurs Added burnt embers to burnt forest Added hot embers to burnt forest terrain texture Added you can now mine burnt embers and get bits of coal Added zoom to player preview Added new stun rules for zombies. (If your stamina is over 50 you have a 100% chance to stun a zombie and if your stamina is 50 or below it is your stamina level x 2. Added edible mushrooms found in caves Added all new firearm reload sounds Added new give up time for static spawned and biome spawned dogs. They will chase you for about 20 seconds and give up unless they damage you or you damage them which results in thier give up time resetting. Note horde spawned dogs will not give up. Added new Steam Voice Chat integration works only in proximity of other players press to talk Added english.txt entries for all camel cased missing items Added a mouse-over ToolTip for the level progress in the character menu

Changed

Changed improved wellness feedback so the size of health stamina bars reflect your current top capacity along with sounds, screen fx, tooltips and character screen info to give proper feedback Changed lowest wellness bottom capacity to 50 Changed respawning players should have full meters of health and stamina Changed stack limit on weapon repair kits increased to 50 Changed driftwood can no longer be picked up, but has to be chopped like a tree. It cuts down much faster though Changed recipe for aloe cream now requires four aloe plants instead of one Changed antibiotics only raise your wellness by 1 on consumption instead of two. They still add wellness over time Changed player made concrete and cobblestone walls drop destroyed stone when broken Changed sped up making plant fibers from grass Changed slowed down making plant fibers from yucca Changed sped up crafting of metal trussing Changed sped up stick crafting and increased yield Changed increased stack limit of paper to 250 Changed sped up gravel crafting time Changed updated normal maps for storage crates Changed roaming hordes now are small on day 1 and get bigger and nastier up until day 7 then the cycle restarts. On day 6 there are roaming dogs, to help cue the player that the next day will have the feral hordes coming. Day 7 roaming hordes are now full nasty ones containing cops, dogs and hornets, like the wasteland spawns use. Day 8 should restart the cycle, with roaming hordes being very small and easy Changed Integrated menu into one game scene which speeds up game load times and allows video and audio options to be changed from in game now Changed corpses now carry “junk” loot and gun parts and ammo Changed nerfed food found in purses Changed all firearms now require a book or schematic to craft Changed all firearm part molds can no longer be crafted but are still in the game. They might be exposed later when skill trees are implemented. Changed aligned sniper barrel icon to look better when on the crafting table Changed optimized pine forest and changed spectrum Changed removed spider zombies from general spawning. Now when you see them they will always be scout zombies which can summon a horde if not killed quickly Changed thickened grass textures Changed added new chrysanthemum texture Changed pine forest has its own color spectrum Changed metal shovels dig faster Changed increased how much a small rock repairs a stone tool Changed improved plains grass and color spectrum, adding red dawn Changed optimized distance checks in all areas of random gen Changed removed grass blocks from all barns so they display native terrain Changed all roads in random gen snow biome use snowy road texture Changed Dynamite no longer adds structural stability when placed and does not stick to walls or ceilings Changed removed coal torch item Changed: Minerals always survive stability crashes Changed all non item data is removed from items.xml and put into the newly created misc.xml Changed all of the spectrums Changed the focus box on torches/candles to no longer show Changed recipe of stone axe to use small stones instead of sharp stones. Changed crossbow bolts use small stones instead of sharp stones Changed removed sharp stone recipe, they are no longer used in the game, use small rocks instead Changed all recipes using grass to use plant fibers Changed removed rocket launcher from game until it can be better integrated Changed now the sun now orbits realistically based on the local latitude and time of year Changed made new Bookstore Bookcase thats a little less generous with book loot and thinned bookcases in both bookstores Changed crossbow now requires forged metal and leather strips in its recipe Changed added all ranged weapon fires to the sounds.xml and gave them full volume Changed rivers to no longer have their own biome Changed biome water levels to match river Changed rivers now sometimes feed into biome lakes Changed lowered the footstep overlay volume for the feral, snow and burnt zombies Changed STATS is only written of a connection is successful Changed improved wellness feedback health and stamina meters are the size of their capacity, meter added to character screen with current amount and full capacity, sound effects, gui gow and new messaging for state changes Changed iron pickaxe recipe to use only 3 ingots Changed riverbeds to dirt Changed removed coal spots from burnt forest Changed femurs have no degradation and can now be stacked to 10 Changed nerfed feathers in loot since you can craft more from one feather now Changed removed degradation from torches and you can now stack 50 of them Changed tweaked damage of stick and femur Changed stone doesn’t break when falling Changed hub spawn chances Changed added new shotgun and sawed off shotgun sound fx. They also now play random variants Changed removed tungsten from mining until we can find a good use for it Changed potassium Nitrate ore only gives you 5 Potassium Nitrate Powder instead of 10 Changed coal ore only gives you 5 coal pieces instead of 10 Changed junk loot now has more stuff in it, and trash now uses junk loot so there is a greater chance of finding something good in garbage Changed default spectrums have no purple and less fog Changed updated light intensities for prefab lamps brighter Changed players can use the f key to toggle on one at a time mining helmet or equipped flashlights. Note: This will work with upcoming weapon flashlight attachments in A12 Changed Zombies now run based on sunAngle rather than “time” Changed removed unused inventory tab removed from the characters inventory GUI Changed reduced dogs and stags FOV from 330 to 180 they shouldn’t see you as easy now Changed increased spawning in forests and desert biomes Changed: Increased distance of player spawn from wasteland biome edge Changed: Decreased non central wasteland hub spawning to 5% Changed gun crafting times to 5 seconds since the player takes them apart frequently to do upgrades Changed Stamina use for all tools and weapons is now 8 per swing Changed stone axe and fire axe are worse weapons and better tools Changed protection value scale to be more easily readable Changed protection values to drop trailing decimal points Changed logic on bow Changed Reduced degradation on mp5 Changed reduced frequency of hungry and starving penalties and reduced how fast you die when starving Changed liquids can no longer debuff players while burning. First aid kits and bandages do though. Changed unified all guns now have 4 parts to recipes to work with the new gun quality system Changed spike trap damage bounds and amounts for players and zombies

Added new playerSafeZoneTime and playerSafeZoneLevel perimeters. The default for each is 5 and here is how they behave. - playerSafeZoneTime= 5 Controls how many in game hours it takes for zombies to spawn in chunks around players who do not have a sleeping bag placed - playerSafeZoneLevel = 5 Players who are at this level or under will spawn in safe zones if they do not have a sleeping bag placed - If you always want safe zones set the level to 60 - If you don’t want safe zones set both parameters to 0 - Note players who spawn near other players will still get zombies Changed default permission level for commands not explicitly given in serveradmin.xml is 0 Changed default permission level for users not explicitly given in serveradmin.xml is 1000 Changed refactored materials.xml to use new xml format Changed removed serveradmin.xml, will be auto created in save game folder, and only loaded from that location Added reload serveradmin.xml on external changes to file, save it on changes made by the game admin commands Changed banning a player who uses family sharing also bans the owner of the license Added stat output to client log Changed format of items.xml to get closer to the “common” 7DTD xml format Server config: DropOnQuit: Allowing both Nothing and Everything as Standard values Print kick reason to log on clients Changed permission level for commands in serveradmin.xml applies to all variants of that command (e.g. “lp” also affects “listplayers”) On dedicated servers print stats to log only if there’s at least one player online CM command now also enables fly mode bat: Assigning a different name to the logfile on each start, keeping only 20 most recent logs. No longer trying to start PuTTY / Telnet Allow connecting to “localhost” Connecting to a dedi by IP stores the server in history Filter BB codes from player names in chat / scoreboard / map screen Filter BB codes from player sent chat messages Allow BB codes in “say” command for colored server messages Added a new random gen mixing xml for modding the game and controlling some of the random gen world features Known Issues

Dedicated servers randomly crash when clients disconnect we’re still trying reproduce this problem. Quitting to main menu without actually exiting the program may cause some data transfer between games/servers. Please quit the client ENTIRELY before joining servers or new single player games.

Fixed vegetable stew recipe Changed Burning can now be debuffed by drinking any water or juice Changed coffee is always drinkable for an energy buff, but now offers negative hydration of -1 Changed torches can no longer be stacked and cannot be placed on a wall by themselves. To place one on a wall, first place a “Torch Holder” on the wall, then right click the torch holder with a torch to upgrade the empty torch holder to one that has a lit torch in it. Punch the lit torch to make the torch holder drop the torch. Torches degrade now when used as a weapon Changed removed recipe to make the item “coal torch”. The same recipe now makes a regular torch Changed updated to latest EAC SDK, should fix problems for some users using the launcher on Windows Changed renamed cloth and leather pants to cloth leg armor and leather leg armor Changed renamed cloth shirt to cloth chest armor, and leather jacket to cloth chest armor

Fixed

Fixed ammo crate recipe Fixed poured concrete never dried Fixed reenabled “saveworld” console command Fixed “Err” exception spamming the console and corrupting save games Fixed loading XMLs when clients connect Fixed server browser not showing details for peer2peer entries Fixed server browser name filter would add newline on enter Fixed server browser showing non-feral servers as feral Fixed exception System.InvalidCastException: Cannot cast from source type to destination type Fixed zombies not attacking client players unless they are close to player running server Fixed antibiotics don't expire (neither did an entire class of buffs) Fixed you should be able to drink coffee even if you are full (negative thirst) Fixed missing SteamAPI leads to exceptions instead of proper ingame error message Fixed buffs can kill people with friendly fire, like light someone on fire with a torch who is your friend. Fixed startdedicated.bat makes sure the steam_appid.txt contains the clients AppID Fixed alt tabbing would cause UI artifacts on player model Fixed pressing random many times would cause the textures to start offsetting Fixed joining game through steam was skipping player profile check Fixed planted trees go invisible after growing Fixed the Iron armor and scrap armor sets now have their materials and textures working

Known Issues

Changing screen resolution/fullscreen causes weird character texture rendering. Changing clothes of any kind will fix the problem New Fire debuff icon looks blank 4 new pants have blank icons and need english translations 2 new tank tops have icons and need english translations Some clients may experience connection problems while playing which can result in the world chunks not drawing and zombies not moving. This can be fixed by disconnecting and reconnecting When loading a previous saved game Weapons can sometimes load rotated incorrectly. This can be fixed by switching hold items Impact sounds for chainsaws/augers still use bullet impact sounds which is why they are too loud which will be fixed in the next build

Alpha 10.2

Added

Added Custom icon color tinting property for item icons Added murky water can now be collected in old empty cans you find everywhere. Added canned murky water can be boiled on a stick in the campfire. Canned water has a stack limit of one since there is no lid to the container and it is meant for basic survival in the wild with primitive means until a cooking pot can be obtained Added canned water can be turned into scrap metal Added Forge Ahead Book icon Added items and icons for red, brown, and black denim pants

Changed

Changed it so torches can be placed anywhere like before Changed it so breaking a wall torch drops nothing Changed log to not contain any passwords Changed log on startup when parsing serverconfig fails Changed concrete dries slower Changed log to not contain any passwords Changed log on startup when parsing serverconfig fails Changed removed recipe for wall bracket, it is no longer needed Changed the forge is now gated by an easy to find book called “Forge Ahead”. So you won’t be able to make a forge until you find this book. Changed planted trees now only grow on ground with a fertile level > 0 Changed updated EAC files Changed prefab menu is now only accessible in edit or debug mode Changed increased heat map settings for animal gore Changed the particle effects on the forge, campfire and torches for better performance Changed the forest biome decorations for better performance Changed UMA-based screen checking for dedicated servers to disabled Changed removed command “spawnwanderinghorde” Changed ranger station prefab xml so it can appear in random gen in the wilderness in all biomes Changed air drops now drop military weapons and parts, rare books and valued medicines Changed lowered weight of reinforced metal siding Changed torches so they can be picked up once placed on a wall and fixed translation

Fixed

Fixed player texture rebuilding when swapping resolution and/or fullscreen Fixed tallow recipe, 1 animal fat makes 1 tallow in 10 seconds Fixed reading doubles from files independent of locale Fixed error when opening creative menu when there are no group files Fix map not loading bug Fixed Null ref in HandleDirtyUpdate Fixed texture rebuild was happening when window was not in focus instead of waiting Fixed EAC was not used on dedicated servers since 10.1 Fixed server browser does not show favorites + history servers if they are not public Fixed 3rd person body colliders for better hit detection of projectile weapons Fixed missing sniper rifle trigger housing mold recipe Fixed Animator.GotoState errors on hatches Fixed NullRefException in GameManager.RequestToSpawnPlayer() Fixed problem that zombie dog was hard to hit Fixed problems with Navezgane Diersville basements and overlapping light poles at gas stations Fixed the prefab menu is longer accessible in normal game modes Fixed forge producing NullRef when first firing up Fixed zombie cop attacking and animation broken Fixed Alpha channel for crafting output was being overridden by custom tint Fixed Alpha channel for crafting preview was being overridden by custom tint Fixed Alpha channel for campfire output preview was being overridden by custom tint Fixed Alpha channel for forge output preview was being overridden by custom tint Fixed splint buff never goes away Fixed icons and translations for all pants and tanktops

Known Issues

Some clients may experience connection problems while playing which can result in the world chunks not drawing and zombies not moving. This can be fixed by disconnecting and reconnecting When loading a previous saved game Weapons can sometimes load rotated incorrectly. This can be fixed by switching hold items Impact sounds for chainsaws/augers still use bullet impact sounds which is why they are too loud which will be fixed in the next build Animals and zombies will occasionally spawn and fall through the world Cars are sometimes sunk down into the world Mac clients cannot connect to EAC protected servers this will be resolved hopefully tomorrow